THE SHARED REFERENCE Adventurer

Monster

Vampiric Mind Flayer

Outside your table’s allowed sources

Official reference · VRGR · 2014

Creature type
Undead
Size
Medium
Armor class
15 (natural armor)
Hit points
85 (10d8 + 40)
Speed
Walk 30 ft., Climb 30 ft.
Challenge rating
5
Strength
18
Dexterity
18
Constitution
18
Intelligence
5
Wisdom
15
Charisma
18
Passive Perception
15
Saving Throws
dex: +7; int: +0; wis: +5; cha: +7
Skills
perception: +5; stealth: +7
Senses
darkvision 120 ft.
Languages
telepathy 120 ft. but can only project emotions
Resistances
necrotic, psychic
Condition Immunities
charmed, exhaustion, frightened

Traits

Spider Climb

The mind flayer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity

While in sunlight, the mind flayer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Unusual Nature

The mind flayer doesn't require air, food, or sleep.

Actions

Multiattack

The mind flayer makes two Claw attacks or one Claw attack and one Tentacles attack.

Claw

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 10 (3d6) necrotic damage.

Tentacles

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and if the target is a creature, it is grappled (escape DC 15).

Drink Sapience

The mind flayer targets one creature it is grappling. The target must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and gain 1 level of exhaustion. The mind flayer regains a number of hit points equal to the psychic damage dealt. A creature reduced to 0 hit points by the psychic damage dies.

Bonus actions

Disrupt Psyche (Recharge 5–6)

The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 15 Intelligence saving throw or be incapacitated for 1 minute. The incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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